# Here we register all our shaders, we'll compile the GLSL
# files to SPIR-V bitfiles for further runtime compilation.
# The executable built will have access to any of them with
# a relative path like shaders/<shader file name>.spv

include(helpers)

# We must create a custom target at this directory level
# due to some f**king cmake conventions.
# (If not so, the add_custom_target() will be of no effect)
# See https://gitlab.kitware.com/cmake/cmake/-/issues/18399
add_custom_target(shaders ALL)

# default material shaders
add_shader(shaders image.vert)
add_shader(shaders image.frag)
add_shader(shaders image2.frag)
add_dependencies(assets shaders)